The Dolphin Emulator download is the software that allows the user to play Nintendo GameCube or Nintendo Wii games by downloading the games from the Internet to the personal computer. The games can be downloaded from the internet directly or via torrent downloading, where they are available in abundance and for free. Most of the Nintendo games run smoothly, while some of them may have some minor bugs.
An advantage of the Dolphin emulator over its original console counterpart is that the games in the Dolphin emulator download can run in high definition quality up to 1080p, whereas consoles are not capable of doing that. These days, Dolphin emulators have become extremely popular as they are downloaded en masse from the internet and new features like improved user interface, Wii mote speaker, and translation support, etc. are added almost every day. These functions are available for the latest Dolphin Emulator model, ie Dolphin 3.0 Emulator.
“I like video games, but they’re really violent. I’d like to play a video game where you help the people who were shot in all the other games. It’d be called ‘Really Busy Hospital.”
― Demetri Martin
One of the reasons why dolphin emulator download has become very popular with millions of Nintendo fans around the world is that it is free open-source to download from the network, easy to install on a personal computer, requirements The system settings are not that difficult to meet and the game quality and performance are optimal.
Download Dolphin Emulator For Windows
System Requirements Of Dolphin Emulator Download
|Operating System||Windows 7 Service Pack 1 64-bit or higher
macOS Sierra 10.12 or higher
Modern 64-bit desktop Linux
|CPU||x86-64 CPU with SSE2 support
|Intel: Intel Core i5-4670K or equivalent.
AMD: Any Ryzen CPU or newer
|Memory||2 GB or more|
|Graphics hardware||Pixel Shader 3.0, and DirectX 10 or OpenGL 3 support||Modern DirectX 11.1, OpenGL 4.4, or Vulkan GPU|
Technical Specification Of Dolphin Emulator Download
|Software Name||Dolphin Emulator (V 5.0)|
|Original author||F|RES, Henrik Rydgård (ector)|
|File Size||11.7 MB|
|Languages||English, Italian, French, Spanish, Polish, Chinese, German, Japanese|
|Developer||Dolphin Emulator Project|
Main Features Of Dolphin Emulator Download
Texture EnVironment Fixes
Texture Environment Fixes (TEV Fixes) is a fundamental change in the way Dolphin handles the graphics pipeline on GameCube and Wii. Instead of trying to emulate integer math using floating point math, Dolphin abandons it by leveraging the D3D11 and OpenGL 3 (or newer) APIs that allow the use of integer math, unlike older APIs. When Dolphin was first introduced, this wasn’t even an option outside of a software renderer, as those APIs didn’t exist yet! Even though integer math is supported since OpenGL 3, many graphics cards and drivers still have a hard time handling integer math correctly. This could cause some loss of performance in specific situations, but the huge increase in precision that solves thousands of graphical problems in hundreds of games simply would not be possible without the switch.
zFreeze is one of those features that we never thought would be implemented. Developers have known about the feature for quite some time, but no one could figure out how to implement it. It took three developers working after years of research to finally crack the code, and now all known zFreeze scenarios work properly in Dolphin! As we proudly stated once the zFreeze emulation was defeated, yes, you can finally play Rogue Squadron II on Dolphin. Due to how demanding it is and all the crazy hardware tricks it uses, it may not be perfect yet, but zFreeze won’t cause any more headaches.
There are roughly two dozen known GameCube / Wii games that make use of zFreeze in some way and probably many others use it for equally benign reasons. While primarily used for shadows, Blood Omen 2 and Mario Power Tennis are much, much more playable with no zfighting and layering issues.
Better and Faster CPU Emulation
Like Dolphin GPU emulation, Dolphin CPU emulation has seen many precision improvements in the last two and a half years. And it also sacrifices compatibility. While D3D9 sacrificed itself for integers, the x86_32 JIT sacrificed itself for a host of improvements. We promised users that removing 32-bit JIT would open up a lot of improvement options, but we didn’t even expect a nearly 100% improvement in JIT performance!
The removal of the 32-bit JIT was instrumental in many of these changes; it meant a lot less work to implement new features (no need to implement it twice, once for each architecture), along with the lifting of some restrictions that held back various optimization ideas. The result of the added ease is that many instructions that previously had to rely on the expensive interpreter have now been implemented in the JIT. Any game that uses these instructions will see a performance increase. Even better, by using a super-accurate software interpreter backed by hardware testing as a guide, many instructions became more accurate over the course of the 4.0 era. It was very easy to just fall through the walls not too long ago.
One of our touted features that shows how much more accurate Dolphin has gotten is that the hardware records replays in games like Mario Kart: Double Dash !!, F-Zero GX, Mario Kart Wii, and every other game we’ve tested with repeat. support can now be played correctly between Dolphin and console without issue.
In our previous version, if a title used full MMU emulation, that more or less meant it couldn’t be played due to how demanding these games were. One of the approaches to CPU emulation was to make these games playable, and many JIT optimizations were pointing to MMU titles. None more important than Far-Code Cache, which greatly speeds up MMU games by clearing the instruction cache of little-used code and keeping the most important code cached. On top of that, Dolphin 5.0 can boot up and play Rogue Squadron III: Rebel Strike thanks to better MMU emulation.
The kicker? All the JIT optimizations allow Rebel Strike to run more than ten times faster than it would otherwise. That’s a pretty good performance gain, even if it means it can only run at full speed on the best modern computers.
3D Stereoscopic Output
Dolphin has made inroads into 3D stereoscopic production before, but it hasn’t worked very well. Using outdated methods that often relied on a huge loss of image quality (and ran at half the frame rate!), 3D Stereoscopic Output was removed shortly after version 4.0. Armed, armed with the knowledge and documentation of modern 3D devices, it went through and re-implemented stereoscopic output from scratch. This time around, users don’t have to choose between sharp colors and smooth frame rates or stereoscopic 3D. Dolphin’s new and improved stereoscopic 3D support can interface with Top / Bottom and Side-by-Side monitors and will continue to work with NVIDIA 3D Vision on D3D.
Full ES_Launch Support
Like zFreeze, ES_Launch is another one of those long-standing features that has caused problems in the various games that use it. Fortunately, by the time version 4.0 arrived, most of the things were resolved in a few games. People who tried to play Metroid Prime: Trilogy probably noticed that the difficulty and the save space they wanted to use didn’t matter; Dolphin always loaded the default difficulty in the first saved interval. This meant that you couldn’t even access Metroid Prime 2’s multiplayer in Trilogy as it would only load the single-player. House of the Dead 2 & 3 Returns would only load House of the Dead 2, and Super Smash Bros. Brawl was unable to load the masterpieces on disk. This was all due to incomplete support for ES_Launch; As a solution to make things not just freeze, Dolphin loaded the games with the default parameters.
Dolphin 5.0 has full ES_Launch support through better reverse engineering and understanding of the feature. This new ES_Launch implementation is known to work in all situations without causing any regression and should be the end of ES_Launch problems in Dolphin unless we inadvertently break it again.
Feature Preview Of Full ES_Launch Support
Thanks to an active netplay community we do our best to keep things up to date and working. Back in Dolphin 4.0, netplay was quite complicated to configure. Users would have to forward the port, sync all settings manually, and even if they did all of that, there would be no warning if they got out of sync. Thanks to a very active community at the smash ladder for helping with high volume testing, we have managed to include a ton of new features for netplay in Dolphin 5.0!
- Dualcore Netplay: Added a new form of Dual-core called “False Completion”. While it has less support than single-core in netplay, it provides most of the speed of dual-core mode in a deterministic way.
- Blank NAND Netplay: Without Wiimotes and saved on Wii netplay, it is left as an almost useless feature. By disabling NAND, users can at least use Wii Netplay with Wii games when they don’t need to save or use Wiimotes. Enterprising smashladder users have started playing Project M competitively on netplay, simply because it has lower latency than Nintendo WFC!
- STUN Server: We realized that many users could not forward ports in order to play network games, so now we have an alternative. Dolphin’s STUN server allows many users who lack the ability to configure their router or the knowledge to forward ports to continue hosting and playing netplay sessions. While it is impossible to get 100% compatibility across all routers and networks, this should work with most setups.
- Settings Synchronization: Dolphin now syncs many settings that could commonly cause desyncs if they were different. They are only set during the netplay session and will not permanently change any settings beyond that.
- Desynchronization detection: if something goes wrong and you manage to desynchronize, Netplay will now warn you that it has detected a possible desynchronization. If users use cheat codes or any kind of modification in the game, this could be activated by mistake. But in most situations, the out of sync checker will detect if you’ve got out of sync before you know it. Usually this will show up very soon if something is misconfigured.
Audio Rewrites and Advancements
Dolphin 4.0 marked a big change for audio in Dolphin: DSP-HLE was no longer a joke of a barely working feature. DSP-HLE and DSP-LLE use the same audio interface, resulting in better audio emulation everywhere.
Since Dolphin 4.0, the audio latency with DSP-HLE and DSP-LLE has been reduced by more than 80 ms. That’s around 5 frames in a 60 FPS game. Tons of games are playing audio for the first time regardless of settings, and DSP-HLE has come a lot closer to DSP-LLE, almost matching its compatibility with most titles.
The two biggest winners from the rewrites are Disc TracK (DTK) Audio and the Zelda Microcode titles. DTK audio streams audio from the disc, which is used for cut scenes in Starfox Adventures. Note that DTK audio used to be asynchronous even on DSP-LLE and you will quickly realize that that was a problem. In both DSP-HLE and DSP-LLE, DTK audio is now synchronized at the emulation speed. While there were some initial growth issues with the feature, subsequent DTK audio rewrites and fixes have been tested to work correctly in all known cases.
The Zelda microcode games used Dolphin’s old Zelda-HLE implementation still at 4.0. While it was better than the old AX-HLE audio, once the other rewrites were completed, the Zelda-HLE games were among the most broken on Dolphin. A complete New-AX-HLE-style rewrite and synchronous emulation keep these games up to speed with near-perfect HLE audio output.
Override Emulated CPU Clock
One of the most versatile features of Dolphin 5.0 is the ability to override the CPU clock of the GameCube / Wii CPU. If you are falling behind in a game due to a weak CPU, you can reduce the emulated CPU clock to change the emulator lag (and issues like audio lag), for a maximum speed with a lower frame rate. Do you have a powerful computer? Increase the clock frequency to eliminate emulated lag. In some games this can turn a dynamic frame rate game into a 60 FPS game. This feature is also a cornerstone of various 60FPS patches available to users on the wiki and forums. This can also be used to bypass various crashes in games like True Crime: New York City by tweaking things that would otherwise require (closer to) precise cycling behavior in the CPU core for a particular scene.
Expanded Native Controller Support
Thanks to a reverse-engineering effort in the Nintendo GameCube Controller Adapter for Wii U, Dolphin can use it directly to interface with GameCube controllers. By using a specialized controller, users can simply plug in the adapter, plug in the controllers, and go. Never worry about dead zones or incorrectly configured buttons again! To demonstrate this, F-Zero GX has a shank tool that shows the precision of the controller …
On the Wiimote side, DolphinBar compatibility brings ease of use to Wii remote controls. It’s a built-in Bluetooth / Sensor Bar combo and can even be used in Dolphin Android builds, bypassing the limitations imposed by Android. Wii Remote Plus and emulated Wiimotes also get the added benefit of proper Wiimote audio output with no dropouts on Windows 8 and 10. If all that wasn’t enough, if a game for some reason unplugs a Wii Remote (like an ES_Launch) , Dolphin can now reconnect the Wiimote when the user presses a button on the Wiimote, just like on the console! This eliminates the annoying drives to the computer when playing with friends, especially in titles that repeatedly disconnect the multiplayer Wiimotes when returning to the menus. Furthermore, Windows 8 and Windows 10 users can connect Wiimotion Plus Wiimotes without any special configuration.
Last but not least, the Phantasy Star Online series supports a controller that could only be described as awesome – the GameCube keyboard controller. This gigantic beast had a full ASCII keyboard built into a gigantic GameCube controller and it’s ridiculous as it’s cool. Users can now simply configure their keyboard to act as the GameCube keyboard controller or with the Raphnet GameCube adapter, they can actually configure the keyboard. Unfortunately, the official Wii U adapters cannot detect this driver in their official firmware.
Video Output Emulation
Dolphin 4.0 and earlier versions were relatively simple when it came to displaying games. It had hardcoded values for the NTSC and PAL video modes output and used them instead of emulating what the game was sent to the video interface. This made things a bit awkward. Games on the GameCube and Wii aren’t exactly 4: 3 or 16: 9, and many developers knew this very well! One of the things that were done for Dolphin 5.0 is that you can now correct the aspect ratio to match how it would look on the console.
That is a relatively minor improvement; there were far worse problems to be solved. Because the actual Dolphin timings were mostly hard-coded rather than trying to see what the game is actually doing, we ran into a lot of extreme cases where the game was displaying incorrectly or not displaying in absolute. In the case of the Bakugan Battle Brawlers’ special edition, it had an X region code (which sounds like a PAL region code in Dolphin 4.0) while it is an NTSC game. This caused it to run in PAL50 / 60 depending on whether the user was using the PAL60 video modes. Dolphin now sets the video interface timings correctly, allowing for better detection of video modes, as well as polling the controller at the correct frame time. This fixes various problems in many titles.
These fixes caused some regressions in weird video modes that Dolphin previously hacked. This forced a rewrite that would allow Dolphin to support anything the Wii could throw on television! The “Double Strike” video mode (240p) is used in some virtual console titles, while the 960i is not used in anything except select homebrew, but Dolphin can play both and everything in between correctly now!
Last but not least, Dolphin now has heuristics to try and detect what aspect ratio a game is using. This allows Dolphin to automatically switch between 4: 3 and 16: 9 when the resolution of a GameCube game changes. Getting into 16: 9 in those games is as simple as going into their options menus and trading. No need for emulator setup!
Improved Audio and Video Dumping
It would have been really difficult to show all the great things added throughout the Dolphin 4.0 era without the improved video download functionality. Audio and video dump now line up (most of the time) and can be mixed effortlessly. While there are still some situations that don’t work perfectly, and some features are missing, we can finally download Dolphin Emulator video and audio without using third-party programs!
Line-Width and Point-Size Fixes
In dolphin emulator old version pc, line width and point size could only be emulated with a minimum width in the Dolphin OpenGL backend. This meant that many line width/point size effects were invisible or very difficult to see. By implementing a geometry shader to emulate it (just like D3D already did), all backends can now correctly emulate line width / point-size effects!
This fix results in poor performance in some cases on OpenGL, but since you are using the same implementation as D3D11 / 12, it is simply the price of emulating a function. Dolphin 5.0 also has better overall line width emulation; Factor 5 and its Rogue Squadron titles found several bugs in our seemingly perfect implementation. This fixes various lines that disappear at certain angles in those titles in dolphin emulator old version.
Exclusive Fullscreen Support
Exclusive full-screen mode allows Dolphin emulator download to have more complete control over inserting frames on the monitor. This gives Dolphin much lower latency (up to 2 frames depending on window manager) and more consistent frame times for games that require it. The best way to compare is with a delayed video where the frame times are inconsistent.
Memory Card Folder Support
The ability to use a folder like memory cards is one of those features that doesn’t seem so important, but after using GCI Folders for a while, the benefits are hard to leave behind. While it makes it easy to share your saves, perhaps the biggest benefit is that your memory card will never fill up no matter how many saved games you have.
Vertex Loader JIT
By using a recompiler instead of an interpreter to load vertices, vertex-intensive games will run much, much faster than before in vertex-limited scenes. Games like Super Mario Galaxy 2, Xenoblade Chronicles, and other vertex-heavy games will see higher earnings, but each game will see a drop in CPU usage.
EFB Copy to Texture Enhancements
Store EFB Copies to Ram (aka “EFB to Ram”) is a very strenuous setting that can sometimes limit which games run on which computers. A weak computer cannot expect to run a game that requires EFB copies stored in RAM. By expanding what EFB Copies to Texture can do, Dolphin can now run a ton of games faster with no visual glitches while having the added ability to increase the resolution of those effects. New Super Mario Bros. Wii uses a new feature called Partial EFB Copy to Texture in Dolphin 5.0. This allows Dolphin to run the game almost three times faster while rendering effects like EFB copies like coins at any resolution.
Another feature is EFB’s textured copy support with palette. This is used in many more games, such as Star Wars Rogue Squadron 2/3 (as if there was a feature they didn’t use), The Legend of Zelda: Twilight Princess, and Mario Superstar Baseball. This allows the map in Twilight Princess to be rendered at any resolution, along with a performance increase of up to 400% in scenes using Hyrule Field Minimap Speedhack.
More Accurate Disc Timings
Although for the most part, we have tried to speed up Dolphin, the only thing we have had to reduce is the disc read times. Most people don’t like load times, but being able to simulate the disk drive is a very important feature for speed and preservation. Classic titles like Sonic The Hedgehog would change drastically with no load times. Fear not, Dolphin has vastly improved loading times by correcting the fact that we weren’t even trying to simulate loading times on Wii in the dolphin emulator old version due to an oversight.
Better simulation of the disk drive would have long-term benefits. It would allow Dolphin to speed up disk transfer rates without breaking things, for example, as well as fix various instabilities in the emulator. Unfortunately, despite our best efforts, some games are still unable to use Dolphin’s precise disc speed path.
Release Video Of Fully Featured Dolphin Emulator 5.0
Gamers Tips – How to download games for dolphin emulator, using the computer?
- Download the GameCube games
- Now if you want to load these on your mobile with Dolphin, you need to install it.
- The downloaded game is file will be present in a compressed RAR, ZIP, or 7Z file.
- Now you need to install 7-Zip that used to extract these compression game files.
- Right-click on the 7Z or RAR file, and then go to the 7-Zip.
- Now extract the file here.
- If you want to load a game, then double-click on these games.
- If you aren’t able to load the games by using the above method, you can do it manually. Click on OPEN or click on File, and then go to Open.
- After clicking on Open, you need to navigate to the “Select a file” window.
- Go to that folder, where you download the GameCube or Wii games.
- Click on the desired game you want to play, then click on Open.
- Now the games will start to play.
Pros & Cons of Dolphin Emulator Download
|Enhancements over original hardware||Only emulates two consoles|
|Supports using original game media||Doesn’t support all GameCube/Wii games|
|Save/reload game states||Some games don’t run at full speed|
|Completely free||Doesn’t support 32-bit hardware|
Dolphin is an emulator for two recent Nintendo video game consoles: GameCube and Wii. It allows PC gamers to enjoy games for these two consoles in Full HD (1080p) with several improvements: compatibility with all PC controllers, turbo speed, network multiplayer, and even more.